4,609 research outputs found

    A multimodal smartphone interface for active perception by visually impaired

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    The diffuse availability of mobile devices, such as smartphones and tablets, has the potential to bring substantial benefits to the people with sensory impairments. The solution proposed in this paper is part of an ongoing effort to create an accurate obstacle and hazard detector for the visually impaired, which is embedded in a hand-held device. In particular, it presents a proof of concept for a multimodal interface to control the orientation of a smartphone's camera, while being held by a person, using a combination of vocal messages, 3D sounds and vibrations. The solution, which is to be evaluated experimentally by users, will enable further research in the area of active vision with human-in-the-loop, with potential application to mobile assistive devices for indoor navigation of visually impaired people

    Design experiences of multimodal mixed reality interfaces

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    Mobil pazarlama: Turizmde artırılmış gerçeklik kullanımı

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    The developing number of applications by smart devices provides an expanding diversity of travel-related services. In the most recent decade, marketers and advertisers have developed more innovative practices to attract consumers. One of these new marketing tools is augmented reality (AR) application with the smart technologies, which is considered as an advertising and new marketing communication instrument that increases awareness and helps get information. The use of augmented reality has unfolded across several sectors in recent years. One in every of the areas of wherever this technology will notice a possible use is that the tourism industry. AR is taken into account extremely vital for promoting in several industries; but, within the tourism industry there exist comparatively few researches and articles despite the very fact that tourism may fine benefit from the applications for these practices. Therefore this study aimed to seeks; 1) To identify the potentials of the AR applications within the tourism industry. 2) To identify the AR applications in several tourism businesses at the tourism industry from the attitude of promoting, for instance hotels, restaurants, museums and transportation.Akıllı cihazlarla uygulanan çok sayıda uygulama seyahatle ilgili hizmetlerde genişleyen bir çeşitlilik sunmaktadır. Son on yılda, pazarlamacılar ve reklamcılar müşterileri çekmek için daha yenilikçi uygulamalar geliştirmişlerdir. Bu yeni pazarlama araçlarından biri farkındalığı artıran ve bilgi edinmede yardımcı olan, yeni bir reklam aracı ve pazarlama iletişimi aracı olarak kabul edilen, akıllı teknolojiler ile uygulanan artırılmış gerçeklik (AG) uygulamalarıdır. Artırılmış gerçeklik kullanımına son yıllarda birçok sektörlerde tanıklık uygulamalarıdır. Artırılmış gerçeklik kullanımına son yıllarda birçok sektörlerde tanıklık edilmektedir. Bu teknolojinin kullanımına imkân sağlayan alanlardan biride turizm sektörüdür. AG çeşitli sektörlerde pazarlamada hayati öneme sahiptir ancak, turizm sektöründe bu uygulamalara yönelik çok az sayıda araştırma ve makale bulunmaktadır. Bu sebeple bu araştırma: 1) Turizm sektöründe AG uygulamalarının potansiyelini tanımlamayı, 2) Oteller, restoranlar, müzeler, ulaşım gibi çeşitli turizm sektörlerinde pazarlamada kullanılan AG uygulamalarını incelemeyi amaçlamıştır

    Augmenting human memory using personal lifelogs

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    Memory is a key human facility to support life activities, including social interactions, life management and problem solving. Unfortunately, our memory is not perfect. Normal individuals will have occasional memory problems which can be frustrating, while those with memory impairments can often experience a greatly reduced quality of life. Augmenting memory has the potential to make normal individuals more effective, and those with significant memory problems to have a higher general quality of life. Current technologies are now making it possible to automatically capture and store daily life experiences over an extended period, potentially even over a lifetime. This type of data collection, often referred to as a personal life log (PLL), can include data such as continuously captured pictures or videos from a first person perspective, scanned copies of archival material such as books, electronic documents read or created, and emails and SMS messages sent and received, along with context data of time of capture and access and location via GPS sensors. PLLs offer the potential for memory augmentation. Existing work on PLLs has focused on the technologies of data capture and retrieval, but little work has been done to explore how these captured data and retrieval techniques can be applied to actual use by normal people in supporting their memory. In this paper, we explore the needs for augmenting human memory from normal people based on the psychology literature on mechanisms about memory problems, and discuss the possible functions that PLLs can provide to support these memory augmentation needs. Based on this, we also suggest guidelines for data for capture, retrieval needs and computer-based interface design. Finally we introduce our work-in-process prototype PLL search system in the iCLIPS project to give an example of augmenting human memory with PLLs and computer based interfaces

    Reviving the Euston Arch: A Mixed Reality Approach to Cultural Heritage Tours

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    Augmented Reality (AR) and Virtual Reality (VR) users have distinct capabilities and experiences during Extended Reality (XR) collaborations: while AR users benefit from real-time contextual information due to physical presence, VR users enjoy the flexibility to transition between locations rapidly, unconstrained by physical space.Our research aims to utilize these spatial differences to facilitate engaging, shared XR experiences. Using Google Geospatial Creator, we enable large-scale outdoor authoring and precise localization to create a unified environment. We integrated Ubiq to allow simultaneous voice communication, avatar-based interaction and shared object manipulation across platforms.We apply AR and VR technologies in cultural heritage exploration. We selected the Euston Arch as our case study due to its dramatic architectural transformations over time. We enriched the co-exploration experience by integrating historical photos, a 3D model of the Euston Arch, and immersive audio narratives into the shared AR/VR environment

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design
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